Derelict2 openGL3 issues
Stephen Jones
siwenjo at gmail.com
Fri Apr 20 16:16:51 PDT 2012
David suggested I start a new thread rather than asking on an old
existing one (probably wants to get rid of me). So what I have
done is created the most parred back, hello world type program
that could run under the GL3 enforcement policies dictated by
Derelict2. Fixed function pipeline is out. The vertex positions
fit within clip space so there is no need to be sending
projection, view or model matricies to the vertex shader, nor any
need therein to be altering the vertex positions; they simply get
set to gl_Position. The fragment shader assigns red to
gl_FragColor. I have read somewhere that vaos are required for
GL3 and that vbos hang pointlessly without the chaperone of a
vao, regardless, the code can draw either vao or vbo depending on
which draw function is not commented out in the loop. The problem
is, however, that neither function draws anything. Yet all the
initializations are returning true; the SDL window pops up and
gets cleared to black. Is there a problem with Derelict2?
import std.stdio;
import std.string;
import std.conv;
import derelict.sdl2.sdl;
import derelict.opengl3.gl3;
pragma(lib, "DerelictUtil.lib");
pragma(lib, "DerelictSDL2.lib");
pragma(lib, "DerelictGL3.lib");
SDL_Window *win;
SDL_GLContext context;
int w=800, h=600;
bool running=true;
int shader = 0;
uint vao=0, vbo=0;
bool loadLibs(){
try{
DerelictSDL2.load();
}catch(Exception e){
writeln("Error loading SDL2 lib");
return false;
}
try{
DerelictGL3.load();
}catch(Exception e){
writeln("Error loading GL3 lib");
return false;
}
return true;
}
bool initSDL(){
if(SDL_Init(SDL_INIT_VIDEO) < 0){
writefln("Error initializing SDL");
return false;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL |
SDL_WINDOW_SHOWN);
if(!win){
writefln("Error creating SDL window");
SDL_Quit();
return false;
}
context=SDL_GL_CreateContext(win);
SDL_GL_SetSwapInterval(1);
DerelictGL3.reload();
return true;
}
bool initGL(){
glClearColor(0.0, 0.0, 0.0, 1.0);
glViewport(0, 0, w, h);
return true;
}
bool initShaders(){
const string vshader="
#version 330
layout(location = 0) in vec4 pos;
void main(void)
{
gl_Position = pos;
}
";
const string fshader="
#version 330
void main(void)
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
";
shader=glCreateProgram();
if(shader == 0){
writeln("Error: GL did not assigh main shader program id");
return false;
}
int vshad=glCreateShader(GL_VERTEX_SHADER);
const char *vptr=toStringz(vshader);
glShaderSource(vshad, 1, &vptr, null);
glCompileShader(vshad);
int status, len;
glGetShaderiv(vshad, GL_COMPILE_STATUS, &status);
if(status==GL_FALSE){
glGetShaderiv(vshad, GL_INFO_LOG_LENGTH, &len);
char[] error=new char[len];
glGetShaderInfoLog(vshad, len, null, cast(char*)error);
writeln(error);
return false;
}
int fshad=glCreateShader(GL_FRAGMENT_SHADER);
const char *fptr=toStringz(fshader);
glShaderSource(fshad, 1, &fptr, null);
glCompileShader(fshad);
glGetShaderiv(vshad, GL_COMPILE_STATUS, &status);
if(status==GL_FALSE){
glGetShaderiv(fshad, GL_INFO_LOG_LENGTH, &len);
char[] error=new char[len];
glGetShaderInfoLog(fshad, len, null, cast(char*)error);
writeln(error);
return false;
}
glAttachShader(shader, vshad);
glAttachShader(shader, fshad);
glLinkProgram(shader);
glGetShaderiv(shader, GL_LINK_STATUS, &status);
if(status==GL_FALSE){
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
char[] error=new char[len];
glGetShaderInfoLog(shader, len, null, cast(char*)error);
writeln(error);
return false;
}
return true;
}
bool initVAO(){
const float[] v = [ 0.75f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
-0.75f, -0.75f, 0.0f, 1.0f];
glGenVertexArrays(1, &vao);
if(vao<1){
writeln("Error: GL failed to assign vao id");
return false;
}
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
if(vbo<1){
writeln("Error: GL failed to assign vbo id");
return false;
}
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);//is
this right casting a void pointer for 0 offset?
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return true;
}
void drawVao(){
glUseProgram(shader);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glUseProgram(0);
}
void drawVbo(){
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
int main()
{
writeln("Load libs: ", loadLibs());//true
writeln("Init sdl: ", initSDL());//true
writeln("Init gl: ", initGL());//true
writeln("Init shaders: ", initShaders());//true
writeln("Init vao: ", initVAO());//true
while(running){
SDL_Event e;
while(SDL_PollEvent(&e)){
switch(e.type){
case SDL_KEYDOWN:
running=false;
break;
default:
break;
}
}
glClear(GL_COLOR_BUFFER_BIT);
//drawVao();
drawVbo();
SDL_GL_SwapWindow(win);
}
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}
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